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Special Powers

Beginning players pick 1 of these to go with their 1 Racial Power, (your INT stat must meet that power's requirement)

Bandages(Mummies Only)

-Attack an opponent by wrapping them in bandages. 1d20 determines accuracy, 12+ is a land. If lands, the opponent cannot block, dodge or counter for the rest of the attacker's turn.Cost 20 D.E. to use. INT=17

Form That Was

-Alter your physical stats for an attack round. Atk, Def, and Res raise 1 point for every 10 D.E. spent.Your appearance changes as you see fit. INT=21

Summon Dead

-Mummies, Specters, Ghosts, and Zombies are effected, if their Int is lower than the attackers, the attacker will control the opponent for the following round. 1d20 (12+) determines a land.cost 50 D.E. to use. INT=25

Venom

-poison opponent, if lands 1d20 (12+) the opponent loses 20 Hp/10 D.E. per round until either he "gathers" energy or dies. Costs 20 D.E. to use. INT=15

Reanimate

-return self to life once per battle (returns half Hp/DE). Costs 75 D.E. INT=45

Body Steal

-If you are killed and have 50 DE remaining, roll 1D20 (16+), if opponent cannot do the same, you steal his body from him. You occupy the opponents body and he takes yours, he dies if this happens but may be resurrected. Another body steal must be acheived to gain back the proper bodies. Costs 50 DE to use.INT=30

Posses Armour

-Infect the person's armour making it painful to wear. The armour does an amount of unavoidable damage equal to his Arm+ every round until he dies or removes the armour. 1D20 (12+) is a hit. Costs 30 DE to use. INT=30

Ruin Armour

-Make armour ineffective, if lands, 1D20 (14+), any worn armour's Arm+ is reduced by half. The change is perminate. Costs 50 DE to use. INT=25

Steal Energy

-Steal DE from an opponent. Can use as much DE as you want, if lands, 1D20 (12+) an amount of DE equal to double what you used is stolen. INT=17

Curse

-Opponent cannot gather energy for the entire fight. 1D20 (+14) Costs 50 DE. INT=35

Greed

-Find 1 and a half times money from enemies you kill. No Roll is required INT=15

Holy Faith(only good/neutral characters)

-When equiped with "relics of the lord" Evil opponents lose 15 DE per round.These Relics must be purchased. INT=20

Obsession

-Choose any race and get +1 to your Atk# when fighting that race. INT=17

Dark Energy(human's only)

-Humans must have this to gather and use DE. INT=20

Human Influence

-you get 25% off of all Earth shops. INT=25

Thief

-attack an opponent, if succesful, instead of inflicting damage, steal an item. The item stolen is the attacker's choice. INT=17

Sun Repel

-do not lose half power in the sun. INT=20

Devil Form

-become a massive winged beast. You gain flying, and +5 to all stats for the remainder of battle. INT=35

Embrace

-draw blood from enemies. If it lands,1D20 (12+), DE used = the amount of HP gained. INT=25

Dark Charm

-control members of the opposite sex for one round, (atk and def rounds) Costs 75 DE to use. 1D20 (14+) INT=30

Heighten Speed

-raise Spd stat 1 point for every 5 DE spent. Lasts the entire battle. INT=25

Quick Heal

-Only take half damage from one attack Costs 50 DE at time damage is received. INT=40

Agility Up

-raise Agi stat by 1 point for every 5 DE spent. INT=25

Vampire Savior(vampires/dhampyres only)

-when killed, your Vampire genes kick in, converting the remaining DE in your body to HP. This only works once per battle

Strength Up

-upstr stat 1 point for every 10 DE spent. INT=25

Wild Eyes

-Anthros, Merfolk, Werebeasts, and Yettis are frozen in fear for 1 turn, cannot Attack or Defend. 1D20 (14+) Costs 50 DE. INT=20

Human Hatred

-Atk# +1 when fighting humans. INT=15

Ambush

-always atk 1st. INT=35

Keep Form(Werebeasts only)

-you can stay in your beast form whenever you want. INT=40

Bark at the Moon(Makai creatures and Werebeasts only)

-when gathering energy on a full moon, you get back double DE. INT=25

Planes Shift

-go from the Earth to The Makai at will. Costs 75 DE, can be used to escape battle. INT=17

Posses Weapon

-force an opponents weapon to attack him. Deals unavoidable damage equal to the weapon's Wpn+. 1D20 (14+) Costs 50 DE to use. INT=20

Phase Out

-dodge any attack instantly, Lck must be higher than the opponents. Costs 25 DE. INT=20

Mind Alter

-Change a character's Trait. Int and Lck must be higher than the target's. Costs 100 DE. INT=50

Heaven Gaze

-make an opponent see only what makes them happiest, this ends any fight (except boss battles) takes 100% DE to use. This will not work against Unbridled Terror characters. INT=40

Repel Evil

-Neutral and Evil creatures will not fight you. Int must be higher than the target's Costs 50% DE to use. INT=25

Dexterity Up

-raise Dex stat by 1 point for every 5 DE spent. INT=25

Intelligence Up

-raise Int stat by 1 point for every 5 DE spent. INT=25

Natural Weapon

-part of your body is a Projectile Weapon of Atk35. INT=25

Energy Well

-when hit with an energy attack, you take damage, but the amount of damage you take is also added to your DE. INT=40

Self Repair

-HP regains by 10 HP per round. INT=30

Lower Learning Rate

-lowers the Int cost of Powers by 10 points. INT=25

Dismemberment(all but Reapers must have Regeneration Power to use)

-cut off one of your own limbs spraying your opponent in a shower of blood, If Spd is higher than the opponents, the damage is unavoidable. Takes 1/2 HP to use. Damage is equal to that. INT=20

Blood Drown

-draw enemies into a pool of blood. Drops their HP by 1/4 what it is currently at. Costs 75 DE to use. 1D20 (14+) INT=30

Energy Field

-nulls any energy based attack. Costs 75 DE to use. INT=17

Steal Soul

-take the soul of any opponent you kill. The use of souls is listed under Souls in the Other Info link on the homepage. Requires no DE to use, but must roll a 16+ after killing an opponent to catch the soul. INT=30

Dreamscape(succubus/incubus only)

-pull opponent into a dream world where their DE drains by 10 per round, battle still takes place here. Instead of attacking they can try to wake up by rolling a 14+. Costs 50% DE to use. INT=30

Conversion

-convert HP to DE. INT=17

Premonition

-get a second chance to dodge an attack. Costs 50 DE. INT=25

Reproduce(insect-humans only)

-spend 100% DE to create an exact copy of yourself. The copy has NO DE. INT=30

Frenzy

-Double Atk# for 1 round. Costs 50% DE to use. INT=25

Canibalism

-Devour unconcious creatures to regain HP. the amount of HP it takes to get that creature to -100, is how many HP you regain. INT=17

Siren

-prevent characters from using DE for 3 rounds. Lands instantly, nothing can use DE, not even the user. Costs 45 DE to use. INT=30

Primal Roar

-lower opponent's Atk# by half for 1 round. Lands instantly. Costs 30 DE to use. INT=30

Flying

-get a chance to avoid trips. Costs no DE to use. INT=25

Fighter

-Atk#+1 when using no weapons. INT=15

Warrior

-Atk#+1 when using melee weapons. INT=15

Sharpshooter

-Atk#+1 when using projectile weapons. INT=15

Sense Evil

-know when an opponent is evil. No DE to use. INT=17

Abnormal Growth

-get 11 points at level up instead of 9. INT=30

Prophet

-only need to roll an 8 to dodge an attack. No DE to use. INT=30

Crossbreed

-you start with two races, two racial powers, but you only get 6 points at level up. You cannot learn a power later on that can only be learned by a certain race, even if one of your two races is that race.

Rage

-Atk#+1 when HP is below 20. INT=20

Sentience

-create an animal that follows your every whim. This animal is created like a level 1 character, then it's stats are halved. To level up a sentient, your own GP must be spent on it, it can be fed souls, and it gets 3 GP for everything it personally kills. INT=30

Manipulate

-force a character to attack whom you want him to for one round. Must roll a 16 to land and int must be higher. INT=17

Fire Element

-Attack with a stream of fire. Works like a normal DE attack. Does 2x damage to: Vampires, Mummies and Zombies. INT=20

Bolt Element

-Attack with a flash of lightning. Works like a normal DE attack. Does 2x damage to: Robots, Aliens, Monsters and Insectoids. INT=20

Dark Element

-Attack with an aura of darkness. Works like a normal DE attack. Does 2x damage to: Humans, Merfolk and Dhampyres. INT=20

Light Element

-Attack with a beam of light. Works like a normal DE attack. Does 2x damage to: Reapers, Specters, Ghosts and Incubai/Succubai. INT=20

Earth Element

-Attack with a violent quake. Works like a normal DE attack. Does 2x damage to: Anthros, Werebeasts and Yettis. INT=20

Regeneration

-regain lost limbs after battle. ALL races except Reapers MUST have this to use Dismemberment. No DE to use. INT=20

Sadist

-If a sadist gets hit with a Crit, his Atk# gets a +1 until the end of battle, this happens everytime he is critted in a battle. No DE to use. INT=30

Masochist

-If a masochist hits a Crit on an opponent, he himself gets +1 to his Atk# for the rest of the battle. This happens everytime he Crits his opponent. No DE to use. INT=30

Death Glare ( created by DemonicDeathWsh )

-If you land the attack you roll a 1d4, for the turns the opponent is paralyzed, if you miss the attack then you're paralyzed for 1 turn. Also requires 20 Int. Uses 50, 100, and 200 DE. This attack goes up with your levels as well:

Level 1 - 19: 1d4,uses 50 DE

Level 20 - 39: 1d8, uses 100 DE

Level 40+: 1d12, uses 200 DE

Reganzi

-Used as a counter, spend 100 DE to wrap space and time around you causing the opponent's attack to hurt them instead of you. No roll required, Agi must be higher. INT=50

Summon ( created by Cruel Delusion )

-Uses 100% of DE, summons a beast with equal stats to your own. This beast fights in your place, meaning, you cannot fight while the beast is alive. The beast controls only one element, (your choice) and his DE is equal to half of your max. When you resume the fight, you cannot draw or use DE until the entire battle is over. INT=100

Soul Spear (created by MysticGohan81288)

-Spend 75 DE. If it lands, 1D20 (14+) the opponent cannot use DE for 3 rounds.

Elemental-Choose one of the Elements and your body will be made entirely of that element. making that element easier for you to control. INT=25

Shapeshift-(Hominixers Only)If you absorb the soul of a character, you may become that character. You keep your current stats, but you lose all of your powers and gain those of the creature you become. It requires 25 DE to change forms, and your form may be changed as often as you like and whenever you like. INT=35

Stone Skin-Become stone for one round. This is used as a defense. No attacks inflict damage on you, Crits do half damage, and you miss your next attack round. 50 DE to use. INT=25

Shadow Slave-Your shadow becomes an animate attacker. It has your exact Atk, half your Hp, and NO Def. It acts as a seperate char. It cannot use DE, requires 30 DE to use. (INT=25)

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